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/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/

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<link rel="stylesheet" type="text/css" href="../unit.css" />
<script type="application/x-javascript" src="../unit.js"></script>
<script type="application/x-javascript" src="../util.js"></script>
<script type="application/x-javascript">

var verts = [0.0, 0.0, 0.0,   1.0, 0.0, 0.0,   0.0, 1.0, 0.0];
var normals = [0.0, 0.0, 1.0,   0.0, 0.0, 1.0,   0.0, 0.0, 1.0];
var texcoords = [0.0,0.0,  1.0,0.0,  0.0,1.0];

Tests.startUnit = function () {
  var canvas = document.getElementById('gl');
  var gl = wrapGLContext(getGLContext(canvas));
  var prog = new Shader(gl, 'vert', 'frag');
  prog.use();
  var sh = prog.shader.program;
//   log(gl.getShaderInfoLog(prog.shaders[1]));
  var v = gl.getAttribLocation(sh, 'Vertex');
  var n = gl.getAttribLocation(sh, 'Normal');
  var t = gl.getAttribLocation(sh, 'Tex');
  return [gl,prog,v,n,t];
}

Tests.setup = function(gl, prog, v,n,t) {
  assert(0 == gl.getError());
  return [gl, prog, v,n,t];
}
Tests.teardown = function(gl, prog, v,n,t) {
  gl.disableVertexAttribArray(v);
  gl.disableVertexAttribArray(n);
  gl.disableVertexAttribArray(t);
}

Tests.endUnit = function(gl, prog, v,n,t) {
  prog.destroy();
}

Tests.testDrawArraysVBO = function(gl, prog, v,n,t) {
  var vbo = new VBO(gl, {size:3, data:Quad.vertices});
  vbo.draw(v);
  assert(0 == checkError(gl, "vbo.draw"));
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 5, 1);});
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 6);});
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 5);});
  vbo.destroy();
  assert(0 == checkError(gl, "vbo.destroy"));
}

Tests.testDrawArraysVBOMulti = function(gl, prog, v,n,t) {
  // creates VBOs for the quad arrays, binds them with
  // vertexAttribPointer and calls drawArrays
  var vbo = new VBO(gl,
    {size:3, data:Quad.vertices},
    {size:3, data:Quad.normals},
    {size:2, data:Quad.texcoords});
  vbo.draw(v, n, t);
  assert(0 == checkError(gl, "vbo.draw"));
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 5, 1);});
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 6);});
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 5);});
  assertFail(function(){gl.drawArrays(gl.TRIANGLES, 1, 6);});
  assertFail(function(){gl.drawArrays(gl.TRIANGLES, 6, 1);});
  gl.bindBuffer(gl.ARRAY_BUFFER, vbo.vbos[1]);
  gl.vertexAttribPointer(n, 3, gl.FLOAT, false, 0, 0);
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 5, 1);});
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 2);});
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 0, 6);});
  assertOk(function(){gl.drawArrays(gl.TRIANGLES, 1, 5);});
  assertFail(function(){gl.drawArrays(gl.TRIANGLES, 1, 6);});
  assertFail(function(){gl.drawArrays(gl.TRIANGLES, 6, 1);});
  vbo.destroy();
  assert(0 == checkError(gl, "vbo.destroy"));
}


</script>
<script id="vert" type="x-shader/x-vertex">
  attribute vec3 Vertex;
  attribute vec3 Normal;
  attribute vec2 Tex;

  varying vec4 texCoord0;
  void main()
  {
    gl_Position = vec4(Vertex * Normal, 1.0);
    texCoord0 = vec4(Tex,0.0,0.0) + gl_Position;
  }
</script>
<script id="frag" type="x-shader/x-fragment">
  precision mediump float;

  varying vec4 texCoord0;
  void main()
  {
    vec4 c = texCoord0;
    gl_FragColor = c;
  }
</script>


<style>canvas{ position:absolute; }</style>
</head><body>
  <canvas id="gl" width="1" height="1"></canvas>
</body></html>
